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Authors Note*:
Man, this was quite the process. Over 100 hours went into this mission. If you like high action, intensity, and a requirement of using technical skills, this is the mission for you. After playing this with my friends, I am feeling confident that anyone can enjoy this scenario.
SITUATION:
Chinese and American forces have occupied the southern area of the main island of Tanoa for too long. It's high time that we take it back.
This scenario includes:
Singleplayer
16 Player Co-Op
Task Progression
Supports
Arsenals
Equipment saving and loading
Full time of day settings
Full weather settings
Fatigue Option
Respawn unlocks
Auto Saves
Roughly 1 Hour 45 Minutes of Gameplay
FUN!
CHALLENGE:
I bet you can't beat this mission within an hour and a half. 🙂
(NO MODS REQUIRED)
[Co-Op/SP] Operation Treefrog Watch the Feature Trailer!
Check out my other scenarios!

Hi guys,
Here is a link to my → Basic Starter Kit ← to start personalizing your own Combat Patrol missions.
Everything is include and parameters are defaulted as if it's regular Combat Patrol. Notice: There is not a single "difficulty" setting, it's a combination of different variables that sets the real difficulty, such as:
The location/environment, assets (vehicles, etc), Size of the AO, Number of buildings in the AO, Number of units per enemy patrol, Number of tickets, The objective, Number of players playing, Number of available slots to join, etc.
What can be customized ?
Getting Started
Customizing
Exporting for Multiplayer (MP)
Play, Try and Host
Bugs can occurs, it's Argo... just disconnect/reconnect.
Hope you'll enjoy !!!

The Outbreak - Part 1
by
SerBiX
This is a SP/COOP Action-Horror scenario.
Story:
Year 2008, Chernarus. Yet another civil war was erupted. But soon it has been displaced by a sudden outbreak of the disease. The military forces failed to hold it back and the infection spread quickly throughout Chernarus. Somebody was lucky to get away alive and somebody was not. Now, it's too late to run away... It's time to survive.
You are the Russian Forces soldier, returning to your headquarters after losing contact with your commanding.
Story - Part I:
Your helicopter has crashed after a spontaneous big blast while you were returning to your headquarters.
You landed right in a dark, mysterious forest. Some say that this forest was cursed. There are many legends about lost expeditions, about people who wandered into its territory and never came back, about bright lights and strange sounds coming from inside. You have no desire to stay here too long.
Features:
Horror elements
Every bullet counts
You'll have to use your head
Custom Dark Ambient music
No revive
Spectator mode after death (in multiplayer)
~1-2 hour length
Installation:
[SP] Extract the .pbo file to [\Steam\steamapps\common\Arma 3\Missions]
[MP] Extract the .pbo file to [\Steam\steamapps\common\Arma 3\MPMissions]
Required Mods:
CM Zombies CUP Terrains - Core CUP Terrains - Maps RHSAFRF RHSUSAF Zombies and Demons
Credits:
Scenario: SerBiX (a.k.a. SerbiX8)
Music: myuu from The Dark Piano
burning-mir from Freesound
Bohemia Interactive
Workshop page
or
Download
Ratings and comments are much appreciated.

Welcome,
To keep this short :
_hit = 0
I want this variable to increase everytime the object _Str been hit.
_Str addEventHandler ["HitPart",{_hit = _hit + 1}];
This doesn't work because the EH doesn't know the localvariable.
_Str addEventHandler ["HitPart",{hit = hit + 1}];
This does work because it is a globalvariable. But i need it to be a localvariable, because there are 200 objects that are being spawned using the same variable.
waitUntil {_Hit > 3};
deletevehicle _Str;
I want the obj to delete itself after being hit 3 times.
Is there workaround that i can use? Or maby a different way to approach this?
Draoth